Edges
Edges are permanent bonuses bought with roleplay points. Each one costs between 50 and 150 RP, and each one changes a specific mechanic rather than giving a broad stat boost. Look one up in game with discuss help <edge>.
Edges are currently disabled from purchase. The Immortals can still award them.
Edge List
| # | Edge | RP | Effect |
|---|---|---|---|
| 1 | Ambidextrous Disarmer | 75 | Warriors only. Better odds to disarm an offhand weapon. |
| 13 | Cunning Businessman | 100 | Shop prices drop 10%. |
| 22 | Expert Packer | 100 | Containers hold more items and more weight. |
| 7 | Hunter of the Damned | 150 | +20% weapon damage against demons. |
| 8 | Hunter of the Dead | 150 | +20% weapon damage against the undead. |
| 23 | Hunter of the Righteous | 150 | +20% weapon damage against crusaders. |
| 6 | Hunter of the Virtuous | 150 | +20% weapon damage against avatars. |
| 16 | Iron Grip | 150 | Harder to disarm, with powergrip messaging. |
| 18 | Lucky Bastard | 150 | 10% chance to survive an assassination. |
| 4 | Meet with the Landslide | 100 | Warriors only. Bash does bonus damage equal to your level. |
| 19 | Quickened Feet | 150 | Projectiles miss more and hurt less. |
| 3 | Restful Body | 50 | More hit points per tick while resting or sleeping. |
| 2 | Stalwart of Faith | 50 | Curse lands 3 levels weaker. |
| 20 | Strength of the Ox | 100 | Carry an extra 100 lbs. |
| 10 | Strong Legs | 75 | More moves per tick. |
| 11 | Strong Mind | 75 | More mana per tick while resting, sleeping, or meditating. |
| 15 | Strong of Flesh | 150 | Plague, poison, and dysentery land weaker. |
| 14 | Thickened Skin | 75 | Permanent -25 to all four armor classes. |
| 5 | Thrusting Shield | 100 | Warriors only. Shield bash adds 1.5 rounds of lag. |
| 12 | Unshaken Believer | 100 | Blasphemy lands 3 levels weaker. |
| 17 | Watchful Eye | 100 | Plant, pry, and steal are 20% less likely to work on you. |
| 21 | Well Prepared | 100 | Carry 2 more items than your race allows. |
| 9 | Zealous Faith | 75 | Warcry, endure, totems canticle, and bless all hit harder. |
The number column matches the in game list order.
Combat
Ambidextrous Disarmer
75 RP. Warriors only.
Gives a +10% chance to disarm your opponent's offhand weapon when they dual wield.
In game You can more easily disarm your opponents with your offhand.
Meet with the Landslide
100 RP. Warriors only.
You do additional damage equal to your level when you bash.
| Seen by | Message |
|---|---|
| Attacker | Meeting with the Landslide, you slam into [Victim], and send [him/her/it] barreling forward! |
| Victim | [Attacker] sends you barreling forward with a powerful bash! |
| Everyone else | [Attacker] sends [Victim] barreling forward with a powerful bash. |
In game You've learned to meet with the landslide, landing more powerful bashes.
Thrusting Shield
100 RP. Warriors only.
Adds 1.5 rounds of lag to shield bashes.
In game You've learned how to knock your opponents down with your shield.
Hunter of the Damned
150 RP.
Adds 20% to your weapon damage against demons, calculated before damage roll.
In game You're a demon hunter, thus your weapons burn them with holy psalms.
Hunter of the Dead
150 RP.
Adds 20% to your weapon damage against the undead, calculated before damage roll. This includes liches and vampires.
In game You're an undead hunter, thus your weapons burn them with holy light.
Hunter of the Righteous
150 RP.
Adds 20% to your weapon damage against crusaders, calculated before damage roll.
In game You've learned the weaknesses of those dedicated to armor and weapon enhancements, thus your weapons damage them more.
Hunter of the Virtuous
150 RP.
Adds 20% to your weapon damage against avatars, calculated before damage roll.
In game You've learned the weaknesses of those blessed of light, thus your weapons easily slice through them.
Zealous Faith
75 RP.
warcry, endure, totems canticle, and bless all become more powerful. Every number below assumes level 50.
| Skill | Hitroll | Damroll | Save vs Spell |
|---|---|---|---|
| Warcry | 6 to 8 | 3 to 5 | -6 to -9 |
| Endure | 3 to 5 | 3 to 5 | -9 to -12 |
| Totems canticle | 6 to 8 | 3 to 5 | -6 to -9 |
Endure also needs 100% proficiency to reach -12.
Bless scales by the religion of the target.
| Religion | Stat | Normal | Zealous |
|---|---|---|---|
| Life | Hit points | 25 | 50 |
| Life | Hit gain | 10 | 15 |
| Life | Hitroll | 6 | 9 |
| Death | Save vs malediction | -12 | -17 |
| Chance | Luck | 4 | 7 |
| Chance | Hitroll | 6 | 9 |
| Chance | Damroll | 6 | 9 |
| Chance | Armor class | -50 | -75 |
| Chance | Save vs spell | -4 | -7 |
| Knowledge | Mana gain | 10 | 15 |
| Knowledge | Save vs spell | -6 | -9 |
| Knowledge | Weapon proficiency, cast on another | 1 | 2 |
| Knowledge | Weapon proficiency, cast on self | 3 | 4 |
| Faith and NPCs | Hitroll | 4 | 7 |
| Faith and NPCs | Damroll | 4 | 7 |
| Faith and NPCs | Save vs spell | -4 | -7 |
Bless numbers assume a level 50 caster.
In game You're more virtuous than your peers, warcry and bless aid you more.
Defense
Iron Grip
150 RP.
Gives an additional 10% chance to not be disarmed. You and everyone around you also see the powergrip messages on a failed disarm.
| Seen by | Message |
|---|---|
| Attacker | You fail to disarm [Victim]'s weapon from [his/her/its] powerful grasp. |
| Victim | [Attacker] tries to disarm you, but your grip is too strong. |
| Everyone else | [Attacker] tries to disarm [Victim], but [he/she/it] grips [his/her/its] weapon tightly. |
In game You've adapted yourself to hold onto your weapon with an iron grip.
Lucky Bastard
150 RP.
Gives a flat 10% chance to walk away from an assassinate attempt that would otherwise have killed you.
In game Lady luck favors you, even against those who may be unseen.
Quickened Feet
150 RP.
Projectiles have a harder time finding you, and hurt less when they land.
| Effect | Value |
|---|---|
| Harder to hit with a projectile | 20% |
| Additional chance the missile misses outright | 15% |
| Resulting average chance to be hit | 68% |
| Chance to negate all damage from a hit | 35% |
| Chance to negate all damage from an archer path ranger | 17.5% |
Against a ranger on the archer path, that works out to 43.9% total damage reduction. Against everyone else, 55.8%.
In game You're quick on your feet. Projectiles may find it harder to hit their target.
Thickened Skin
75 RP.
Permanently gain an additional -25 to all four armor class categories.
In game Your skin has become thick over the years, giving it an armory texture.
Watchful Eye
100 RP.
Reduces by 20% the chance that plant, pry, and steal work on you. That covers items swapped onto your body, items pried off your body, and items or gold taken from your inventory.
In game Keeping an eye on your belongings has never been an issue.
Resistance
Maledictions normally land 3 levels below the caster, except from certain classes. These edges push specific spells lower still.
Stalwart of Faith
50 RP.
A curse lands as if it were another 3 levels lower. This affects how well you save against it and may shorten the duration.
In game Your stalwart faith makes you harder to be cursed.
Strong of Flesh
150 RP.
| Spell | Levels lower | Affects |
|---|---|---|
| plague | 3 | Damage, duration, saves |
| poison | 3 | Damage, duration, saves |
| dysentery | 10 | Saves |
Lotus scourge poison is the exception and lands at full strength.
In game You resist others attempts to disease and mangle your body.
Unshaken Believer
100 RP.
A blasphemy lands as if it were another 3 levels lower. This affects how well you save against it and may shorten the duration.
In game Your belief in your God knows no bounds. None can stray you from your path.
Recovery
Restful Body
50 RP.
You gain more hit points per tick while resting or sleeping, as long as you are below 95% health. The bonus lands after fast healing and regeneration are calculated, and before modifiers like hunger, slow, and plague apply. The exact value depends on your level and how far below maximum you are.
| State | Mages | Non-mages |
|---|---|---|
| Resting | +23 | +16 |
| Sleeping | +25 | +23 |
Those figures assume level 50 and 1000 maximum hit points.
In game You sleep soundly, thus gain more health while resting and sleeping.
Strong Legs
75 RP.
You gain more moves per tick. The bonus lands after every other modifier except movegain, and scales with your level and how far below maximum you are.
Characters level 35 and under can gain as much as an additional 10% per tick. At level 50 with 500 maximum moves and none left, you gain an extra 20 moves per tick, or 4%.
In game Your legs are as large as tree trunks, gaining more movement than your peers.
Strong Mind
75 RP.
You gain more mana per tick while resting or sleeping, as long as you are below 95% mana. The bonus lands after most modifiers and before managain. Effects that invert gain, like temporal storm and mana leak, apply after Strong Mind and before managain.
| State | Mages | Non-mages |
|---|---|---|
| Resting | +33 | +18 |
| Sleeping | +50 | +22 |
Meditating splits differently. Blademasters and monks gain up to +66 per tick. Everyone else gains up to +20.
All figures assume level 50 and 1000 maximum mana.
In game Your mind is capable of astonishing feats, and you gain more mana faster than your peers.
Utility
Cunning Businessman
100 RP.
Items in shops cost 10% less. The discount shows up when you list a vendor's stock.
In game You know your way with money, and are a smooth talker. Items in shops cost less.
Expert Packer
100 RP.
Your containers hold up to ten more items and up to 10% more weight.
In game You've discovered a magical enchantment that makes things lighter in your backpacks.
Strength of the Ox
100 RP.
You can carry an extra 100 lbs.
In game You have the strength of an ox, thus can carry far more weight than your peers.
Well Prepared
100 RP.
You can carry 2 more items than your race normally allows.
In game You have many pockets in many different pieces of clothing. You can carry more items.
Aabahran